CompleteKneeBiter
Explorer
So I’m developing a Sci-Fi campaign (GURPS) and from the beginning I’ve had this concept of “genetic fusers” which are basically an injection of alien DNA that grants you some of the alien’s abilities, though with some risks. In my first versions of the campaign the PCs would have to take a fuser in the first session as a way of surviving a crash landing on a planet with an alien atmosphere. However, as the homebrew has evolved, Ive had to get away from that plot point. So I’m asking: How can these genetic fusers still be necessary for the PCs, or at the very least compelling?
I just don’t know if most players would eagerly risk genetic side effects (even “fun” ones), in exchange for a few extra abilities (even “cool” ones).
I just don’t know if most players would eagerly risk genetic side effects (even “fun” ones), in exchange for a few extra abilities (even “cool” ones).